Just wanted to share this for the heck of it.
http://www.youtube.com/watch?v=o7yR0H8BJAU
Probably one of the last things I'll work on in LBP1... which will more than likely migrate to LBP2. =)
So after working on my ZOE and Gundam mechs, this is probably the pinnacle of my "Armor" design before Controlinators come into play in LBP2. Using a simple control box with minimal grab switches, my floaty rail system, my replenishable life bar system, a modified version of Gilgamesh's circle function, and a slew of other glitched stuff and wacky logic, the Armor of Seraph is probably one of the more easily controlled yet relatively complex machines in LBP. It's definitely no Controlinator (as I've messed with it at E3), but it's as close as you can get in LBP1 without having to resort to directional grabs for multiple functions. Ultimately, this contraption is meant to make the player feel like the actual object (just like all my other previous attempts, lol) because... in all honesty, I could make a unicorn or a magic troll with the same exact functions which essentially lends to my system's flexibility. =P
Ease of use and uninhibited movement is always the main focus of these designs, so hopefully I've hit those points as well as one can in LBP1.a
The control scheme works off a simple tap/grab mechanic. The tap simply controls the "pea shooter" of the Armor. The grab functions are meat and potatoes of this particular machine and they control the following.
- shield (hold R1 when away from an enemy)
- LV1 charge attack (hold R1 for at least 1.5 seconds, release)
- LV2 charge attacks (hold R1 for at least 6 seconds, release)
- melee attacks (hold R1 when within close proximity of an enemy)
- melee combo ender Pinwheel (release R1 after 3-4 melee attacks in a row)
- melee combo ender SFS (achieve at least any 8 melee attacks in a row)
- link combo enders and even charge attacks together for massive damage!!! (i.e. link 6 melee attacks > pinwheel > SFS + arrow blazer)
Holding your shield will switch to melee when in range and vice versa when not in range.
The goal of this particular creation is to encourage melee attacks as the long range ones take time to build up. It looks complicated, but it's really easy as holding down R1 and getting in range when you can. In an attempt at toning down the attack output of the Armor, I've made it so you have either a shield or melee delay of about 1.5 seconds after you perform any charge move or combo ender (yet you can still link moves like mentioned above). I have several other attacks waiting to be implemented, but I want to keep it under 40% thermo, lol.
If your Armor takes several hits of damage in succession as well, rockets will activate and push you out of harms way (same goes for the future enemies). The life bar below represents 50 HP (lol) and can be regained to full health indefinitely. In the event of accidental player crushing, the player will be returned to the control box thanks to happy emitted checkpoints within the control box.
Anyway, this object will be in a future teaser level I'm working on currently called The Crimson Scourge. You'll be fighting other armors and mega beasts (thermo willing). I might release the WIP level that's in the vid for you guys to check it out, but we'll see. I'll also post a pic of the logic involved and add a "radar" to the armor similar to my Jehuty so you can know the position of the enemies. If you have any questions, just let me know!